Gamasutra.com Blogs

This article considers the matter of Christianity in commercial video games and provides examples - subtle and overt, successful and not - regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.

Indie devs new to PR are often tempted to set their sights on coverage from the very biggest games websites. But this can often be counterproductive. This article explores why Kotaku is not the answer - and what indie developers might want to try instead.

here we discuss how video game development is a different ball game in itself and what factors make it different from normal application programming for developers to understand weather game development is for them for not.

Using the knowledge I've gained over my time in academia, I've written an extensive guide that's intended for all students of game development to find guidance that will help them improve their approaches when it comes to group projects at university.

The third and last part of "Don´t show, involve" is about plotting and how the narrative can assist the stylish elements in the creation of a form that involves and evokes emotions.
#narrative #cognition #emotions #meaning #mechanics #plotting

Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.

Support the game designs and theoretical work of As If Productions. Written especially for roleplayers, GMs, game designers, artists and neophiles who are interested in experimental applications of narrative engineering.

"Fake realities will create fake humans. Or, fake humans will generate fake realities and then sell them to other humans, turning them, eventually, into forgeries of themselves. So we wind up with fake humans inventing fake realities and then peddling them to other fake humans. It is just a very large version of Disneyland."